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Implement or review SwiftUI Liquid Glass APIs with correct fallbacks and modifier order.
Passed 19 of 22 test cases with the skill, and 4 of 22 without it.
and 23 more in the full report
16 fixed3 passed either way2 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 16 test cases the skill fixed. Same model, same prompt, with and without the skill.
I want to create a glass card in SwiftUI that has 20pt interior padding and rounded corners. I usually put `.glassEffect(...)` at the top of the modifier stack right after `Text(...)`, before `.padding()`. Is that the correct order, or should I apply padding before applying the glass effect?
| Checked | Without skill | With skill |
|---|---|---|
| Instructs to apply layout modifiers such as padding prior to applying the glass modifier | Passed | Passed |
| Uses the native glassEffect modifier on the view | Missed | Passed |
The instructions your model reads when the skill loads.
Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (glassEffect, GlassEffectContainer, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.
Choose the path that matches the request:
GlassEffectContainer where multiple glass elements appear.GlassEffectContainer when multiple glass elements coexist..glassEffect(...) after layout and visual modifiers..interactive() for elements that respond to touch/pointer.#available(iOS 26, *) and provide a non-glass fallback.#available(iOS 26, *) present with fallback UI.GlassEffectContainer.glassEffect applied after layout/appearance modifiers.interactive() only where user interaction exists.test cases passed, vs 4 / 22 without
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